Car Wars House Rules

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House Rules

Skill Rolls:
Some skills require rolls for them to be successful, and for skills not referred to
elsewhere, skill rolls are made as follows.
Skill rolls are made like Gunner rolls, with skills having a to-hit of 7. A roll must be
made on 2d6, various modifiers added, and the final result must be 7 or less for the skill
to be successful.

Modifiers include all the normal modifiers, but unless applicable, range and target don't
count.

Skill Experience:
Unless stated in the skill descriptions, one skill point is awarded for every combat that a
character uses one of these skills. There are some exceptions to this, including Martial
Arts.

As per normal, all skills are limited to a maximum of +4.

Skills:
The following is a complete list of Car Wars skills available.

Blade:
Blade is the skill of being able to wield knives, swords and other sharp implements in
hand-to-hand combat. See the Unarmed Combat for more details.

Brawling:
The ability to attack targets in hand-to-hand combat. See the Unarmed Combat for more
details.

Cyclist:
The ability to drive a motorcycle. See Car Wars for more details.

Driver:
The ability to drive a four or six-wheeled vehicle with proficiency. See Car Wars for
more details.

First Aid:
First Aid is the ability to give a wounded patience enough medical attention so that they
will be stable and alive long enough for an ambulance and properly trained personnel to
care for the injured. First Aid is not enough to fix holes in people, only to prevent their
condition from getting worse.
In game use, First Aid doesn't get a lot of use - the action is too quick for someone to

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generally bandage a patient, and who would want to do that while cars are still zipping
around shooting everything in sight? However, if a First Aider can get to a character that
has been reduced to 0 hits while a game is still occurring (or within three minutes for
long games), then there is a chance that the character may be stabilized and stay alive. A
successful skill roll is required, success meaning that the character is stabilized. They will
remain at 0 hits and be unconscious, but they will live.

Now for the bad news. The First Aider must stay with the character until professional
help comes along. If they leave, then every turn that the patient is alone, roll 1d6. On a 6,
the character dies. No first aid will bring this character back to life.

Gunner:
Gunner is the skill of being to use and fire vehicular weapons. See Car Wars for more
details.

Handgunner:
The skill of being able to use hand weapons, such as pistols and rifles, but not melee
weapons such as knives. Each level of this skill gives the user a +1 to hit.

Martial Arts:
Being trained in the knowledge of Martial Arts means that the character can revel in the
fact that they are one of a select few around the world who knows about the mystical arts
of unarmed combat. See the Unarmed Combat for more details.

Mechanic:
Mechanics are those who know how fix and build things, a very valuable skill to know in
the world of Car Wars where people are constantly blowing things up with missiles and
lasers and the like. During the game itself, this skill has very little meaning as fixing
things takes far longer than any game will take. However, outside the arena, a mechanic
can reduce the cost of repairing items from $100 per point of damage, to $100 -
(mechanic skill level x $10) as they can install the parts and do the labor themselves.

Unfortunately, you cannot get skill points just from installing parts in your car. Instead,
you have to actually spend time out learning and being a mechanic. This is usually done
in time periods of half a year or so.

Pogo:
The skill of traveling on a pogo stick. See the Skate Shop for more details.

Running:
Running is the ability that allows a character to get from one end of the arena to the other
at record-breaking speed. It is a life saving skill.
Each level of the skill allows the character to run at an extra 5 mph. This means that
every extra 5 mph means the character can run at a further 1/2" of movement per phase.

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You cannot get skill points by running in combat, but track training outside of the game
could increase this.

Skating:
The ability to use skates and rollerblades. See the Skate Shop for more details.

Skateboarding:
The ability to use skateboards for various tricks and movement. See the Skate Shop for
more details.

Strength
Strength is not so much a skill, rather a feature of a persons build and muscle capacity.
Being strong allows you to carry much and to do more damage in hand-to-hand combat.
Each level of strength allows a character to carry 15 lbs. extra worth of equipment.
Simply add 15 to all levels of the Encumbrance Chart. In addition, each level allows the
character to inflict an extra +1 damage in hand-to-hand combat. This applies when using
hand weapons as well.

Skill points cannot increase strength. Instead, going to the gym, working out or lifting
weights and other heavy objects, can increase it.

Thrown Weapons:
This skill allows you to throw weapons - such as grenades and knives - with much more
accuracy than normal. In fact, each level allows you a +1 to the to-hit roll when using
such weapons.

Unarmed Combat

Close combat, man-to-man, hand-to-hand, the stirring stuff of legend. Unfortunately in
2053, most people have guns and thus don't wish to tangle with the unarmed stuff, which
is a shame as a lot of arenas pay good money to watch these events.

Unarmed combat is handled a lot like regular shooting combat. The main difference is
that the attacker must be adjacent to the target. A normal to-hit roll is then made, and if
successful, the target takes damage. Of course, there are a wide range of modifiers to be
taken into account for hitting and damage.

To-Hit Modifiers: All normal to-hit modifiers are in effect, excluding any range
modifiers. This means that while the basic to-hit with a fist is 12, when you include the
pedestrian size modifier, it becomes a 9.

Blocking: If a character wishes, they may forgo any unarmed combat attack, and instead
attempt to block an incoming attack. As the blocker loses their attack, they may only

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make 1 block per turn. If the attacker is using a weapon of some kind, the blocking
attempt will become more difficult, but not impossible, especially to a martial artist - in
this case, the block isn't actually a block, but more of dodge or sidestep away from the
attack.
The thing about blocks is that they must be declared and the block roll made before any
hand-to-hand damage roll is made. Once the damage has been declared, then a block
cannot be made.

To make a block, the blocking character must make a normal to-hit roll with whatever
they are using, applying the modifiers below.

Attacker using fists

+0

Attacker using a club or
improvised weapons

-1

Attacker using a knife or power
tool

-2

Attacker using a machete or short
sword

-4

Attacker using a sword or large
power tool

-5

Attacker using a claymore

-5

Attackers skill

- Brawling or Martial Arts or

Blade skill

Blocking with fists

+0

Blocking with a club or
improvised weapons

+1

Blocking with a knife or power
tool

+2

Blocking with a machete or short
sword

+4

Blocking with a sword or large
power tool

+5

Blocking with a claymore

+5

Blockers skill

+ Brawling or Martial Arts or

Blade skill

Skills:
There are certain skills that are useful when fighting hand-to-hand.

Brawling:
The basic skill, brawling allows a character to fight unarmed or using clubs, improvised
weapons, knives or power tools (large or small). For each level of this skill, a character

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gains a +1 to their to-hit roll. If the character is using any other hand-to-hand weapon,
then they must either use Blade skill or +0 as their skill, whichever is higher.

Blade:
Blade skill is the ability to wield blades and sharp objects effectively at a target. It
confers a +1 per level to a to-hit roll if the character is using knives, swords, claymores or
power tools (if the referee is being kind). If gives no ability to fight unarmed.

Martial Arts:
Martial arts are an exotic unarmed combat skill. Taught by monks who know the
knowledge of the ancient ways, or by the local unarmed combat skill, they are many
types of martial arts, and all confer advantages over the basic brawling skill. In addition
to giving the basic +1 per level to an unarmed combat to-hit roll, martial arts also gives
the following abilities:

Level 1: At level 1, a martial artist will always get in the first strike in unarmed combat if
fighting against a non-martial artist, regardless of level, there is no simultaneous attack. If
two martial artists are fighting, then the one with the highest level, or skill points within
that level will strike first. Only if skill points are matched then the strike becomes
simultaneous.
In addition, they gain an additional hand-to-hand combat attack. This may be made at any
point in the same turn (if may not be saved and stored up for additional turns) and may be
made against the same or a different target.
Level 2: The character gains a +1 to damage in hand-to-hand combat at this level.
Level 3: At level 3, a martial artist doesn't have to lose their attack if they block, and
make may as many blocking moves as they have attacks.
Level 4: At level 4, the martial artist gains an additional hand-to-hand attack, and an
additional point of damage, thus giving three attacks each with a +2 damage bonus.

All martial arts bonus - damage, additional attacks, blocks etc, are for use if the character
is fighting unarmed, or with clubs, knives and improvised weapons. They do not give any
advantages if the character is using swords.
However, if the character also has the Blade skill, then they may gain the martial arts
bonuses up to a level equaling their blade or martial arts skill, whichever is lower.

Improving Skills:
Skills are improved in the usual way - any combat in which the character uses their skill
gains them one skill point. Killing a pedestrian doesn't count towards bonus skill points.

Martial arts are slightly different though. It takes ten times the next level in skill points to
gain that level. Thus, to get from level 0 to 1, it costs 10 skill points, to get from level 1 to
2, it costs 20, and so on.

Unarmed Combat Equipment:
The following may be found useful in unarmed combat.

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Weapon

Hands

Damage To-Hit Cost Weight

Fists 1

1d-5

*

12

-

-

Club/Improvised Weapons

1

1d-4 *

11

-

(3 lbs.)

Knife

1

1d-3 **

12

$25

0.5 lbs.

Power Tool

1

1d-2 ***

11

$100

2 lbs.

Machete/Short Sword

1

1d-2 **

10

$75

3 lbs.

Sword

1

1d-1 **

10

$200

5 lbs.

Large Power Tool

2

1d+1 ***

9

$150 15 lbs.

Claymore

2

1d+1 **

9

$300

8 lbs.

* Affects no part of a vehicle
** Affects no part of a vehicle except tires.
*** Damage is halved against any of a vehicle except tires.

Club/Improvised Weapons:
This basically means anything picked up, from a broken bottle, to chain, lead pipe or
whatever. It also includes gun butts and pistols used as clubs. The weight is only
applicable if the weapon is picked up.

Power Tools:
These include drills, small rotary saws and the like. Large power tools include chains
saws.

Claymores:
Big two-handed swords.

Fruit:
And the final lesson for the day: If someone comes at you with fruit - shoot them.

Skate Shop

Outside of a car or off a bike, a pedestrian is a slow thing. And that lack of speed can kill
just as easily as a machine gun can. As a result, during the ages, man has developed other
means of getting around quickly. In 1943, some British Homeguard units used skates to
be able to get into contact with the enemy more quickly, and today it's not just the Go-
gangs that use skates as a means of moving quickly.

New Equipment:
New items to help pedestrians go faster include the following:

Item

Hands

Cost

Loaded

Weight

Max Speed

Skill

Powered Boots

2 if carried

$350

5 lbs.

20 mph

-

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Rollerskates

2 if carried

$175

5 lbs.

20 mph

Skating

In-line Skates

2 if carried

$200

5 lbs.

25 mph

Skating

Powered Skates

-

+$300 + 5 lbs.

+5 mph

Skating

Skateboard

2 if carried

$100 10 lbs. *

20 mph

Skateboarding

Powered Board

2 if carried

$300 15 lbs. *

30 mph

Skateboarding

Push Scooter

-

$150 10 lbs. *

20 mph

-

Powered Scooter

-

$400 20 lbs. *

30 mph

-

Pogo Stick

1 if carried

$100 10 lbs. *

10 mph

Pogo

Powered Pogo Stick

1 if carried

$250 15 lbs. *

10 mph

Pogo

* Weight only applied when carried, they weigh nothing when in use.

Powered Boots:
Powered boots are devices that attach to a
pedestrians legs, and allow them to run at a far
greater rate than normal. One advantage of these
over the other devices is that no special training is
required to use them.

Rollerskates/In-line Skates/Powered Skates:
These are all devices that you wear instead of
normal shoes. Roller-skates have four wheels on
each skate, 2 on each side. There are generally
more stable, but slower than In-line skates. In-line
skates (or Roller-blades) have four wheels in a line
underneath the skate. They are considered faster
than skates. Powered skates are roller-skates or in-
line skates, with motors attached that allow the
pedestrian to not have to concentrate on skating,
just steering. They are also faster.

Skateboard/Powered Board:
A skateboard is a thin board with wheels attached
that a pedestrian stands on. They propel
themselves by pushing their feet on the ground.
The pedestrian is not attached to the board at all,
so as soon as they leap of it, they are able to run
around as normal. The powered board is simply a
skateboard with a motor attached to propel it.

Push Scooter/Powered Scooter:
A push scooter is much like a skateboard, but it
only has two wheels instead of four, and it has a
handle at the front for steering. It is propelled
along by pushing your feet along the ground. The
powered scooter solves this by attaching a motor

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at the back to save you the hassle.

Pogo Stick/Powered Pogo Stick:
The pogo stick has been a favorite for children for
years. They don't travel fast, but they bounce,
resulting in some interesting movement moves.
The powered pogo stick doesn't allow the stick to
move faster, but it does allow it to bounce higher.

Movement:
For the most part, these devices simply make a pedestrian faster, and as such, they should
follow all the normal rules for pedestrians.

Skill Rolls:
Sometimes it is necessary to see how well a skater can stay upright. To do this, a skill roll
must be made. The target number is 7, with a +1 per level of skill the user has. There
might be additional modifiers as well. This number must then be rolled below on 2d6 for
the user to succeed.

Counter Sizes:
None of these items of equipment increases the size of a normal pedestrian counter.

Half Inch Movement:
For devices that have a 5 mph speed (such as the In-line skates with their speed of 25
mph), then simply move the pedestrian 2 1/2 inches when their are moving at full speed.
Maneuvers cannot be made on this half inch of movement.

Acceleration and Deceleration:
All items can get to their top speed in 2 turns. The first turn takes the item to 10 mph, the
second turn takes the pedestrian to their top speed.
Slowing down is the same. A pedestrian may slow down up to 15 mph per turn.

Facing and Turning:
When traveling at 10 mph or less, a pedestrian doesn't have a facing and may turn in any
direction desired.
However, when traveling faster, a pedestrian does gain a facing and suddenly the types of
turns they do becomes a bit more important. At this point, a pedestrian is treated like a
mini-vehicle and must be moved with the Turning Key. This is done exactly as normal.

Because a pedestrian doesn't have a handling class, they may attempt maneuvers at a D
class of less than or equal to their skill rating. These will always be successful. For
greater maneuvers, a character must make a skill with a target number modifier of (D of
maneuver - skill rating of character).

Turning 180

o

and moving backwards:

Skaters have the ability to make suddenly turn 180

o

and start traveling in reverse as it

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were. To jump backwards requires a skill roll with a target number modifier of +6. Then
traveling backwards is handled as normal, although there are no speed restrictions. All
maneuvers are at a +1 modifier, as normal.

Falling:
When a character fails a skill roll, then it means that they plummet to the floor. This
results in the character taking 1d6-5 damage (body armor does protect against this type of
damage). In addition, the character will skid along the floor a distance of 1" per phase per
10 mph (or fraction) of speed that they were travelling. At the end of this skid, the
character is lying on the floor, stationary.
For example, if a skater was traveling 20 mph and then fell, they would skid 1" for two
phases.

Traveling through dropped weapon counters:
Pedestrians aren't usually effected by dropped weapons, but there are always exceptions.

Spikes/Explosive Spikes: a pedestrian will not set these off.

Mines: usually a pedestrian will not set off mines. They are usually set for car
weights, not pedestrian ones.

Oil: A pedestrian traveling through oil on any on the equipment listed here has
the same hazards as a vehicle. If they make any maneuvers, then they must make
a skill roll with a +2 modifier to the skill target number.

Flaming Oil: functions as normal oil, and the pedestrian also takes damage.

Paint and Smoke: this functions as normal. If a pedestrian flies through a paint
cloud, then they suffer all the effects of paint. If they are wearing goggles or
glasses, then this only until they remove their goggles (requiring a firing action).
If they aren't, they could be permanently blinded at the Referee's decision.

Pogo Stick Movement:
Pogo sticks are a little different than normal skates. They bounce. In game terms they
make one bounce a phase, The first time they bounce, they bounce up to 1/2' in height,
with every additional bounce doubling that, up to a normal pogo sticks height of 2' and
the powered sticks height of 7'. A character may control the height that they bounce and
thus don't have to bounce the full distance. One game effect of this is that they can
bounce over some dropped weapons. Treat the bounce starting at the beginning of a
phase and ending at the end of one. Anything in between the starting and finishing
counter positions can be considered to have been bounced over and will not effect the
character at all.

However they are not fast and the bouncing effects probably won't allow them to vault
over dropped weapons, although trip wires are a certain possibility.

Combat:
Shooting weapons from faster devices, is of course, one of the main reasons for investing
in them in the first place. The other is being fast enough to avoid being hit.

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A person wearing powered boots, roller-skates, in-line skates or on a skateboard has both
hands free. Thus, provided they have at least 1 in their skill (10 skill points), they may
use two handed weapons which don't have much recoil (thus no LAW’s). If they have
less skill, then they may only use 1 handed weapons.

A person using pogo sticks or scooters may only use 1 handed weapons.

There are no additional penalties for using firing while on these items of equipment.

Targeting the Mobility:
Sometimes, you don't want to just shoot the person, but you want the satisfaction of
seeing them fall as well. In this case, you want to shoot the wheels that keep the person
moving.

Shooting the wheels is at a -6 (which includes the -3 for shooting a pedestrian). A
successful hit is usually a bad day for the pedestrian. All mobility equipment has a certain
number of DP, just like a vehicular component, although it is not treated as a vehicular
component for purposes of being damaged.

Item

DP

Powered Boots 1 (each)

Skates 1

(each)

Skateboards 2

Pogo stick

2

As soon as an item takes the required damaged to destroy it, it no longer works and this
will cause the pedestrian to fall.

New Skills:
There are several new skills required for success use of the new equipment listed here.

Skating

Skateboarding

Pogo

Each level of skill gives the user a +1 to the skill roll number needed to avoid a failure.

Shotguns come in a wide variety of types, and each of them can support a vast quantity of
ammunition. Whilst there are many types of shotgun, they can be broadly broken down
into three main categories - Light (16-20 gauge), Medium (12 gauge) and Heavy (10
gauge). Basic cost and weights are as follows, but notice that damage and to-hit numbers
depend on the ammunition loaded into the weapon. Modern shotguns are rarely pump-

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action these days, but instead are magazine feed, and from a distance can be mistaken for
assault rifles.

Hands Cost Shots

Ammo

Cost

Loaded

Cost

Weight

Light Shotgun

2

$75

10

$1

$85

6 lbs.

Light Double-Barrelled
Shotgun

2 $120

10 $1 $130 9

lbs.

Medium Shotgun

2

$120

10

$1

$130

8 lbs.

Medium Double-Barrelled
Shotgun

2 $200

10 $1 $210 12

lbs.

Heavy Shotgun

2

$200

5

$2

$210 12 lbs.

Double-Barreled Shotguns:
Double-barreled shotguns are ones which have two barrels, either one above the other, or
side by side. DB shotguns are unique in that they may be fired twice when the character
makes takes his firing action, but both shots must be taken together and must be fired at
the same target. Roll to hit for each shot, each taking up one shot of ammunition.

Sawed-Off Shotguns:
Sawed-off shotguns are available for all shotgun types, save the heavy shotgun. A sawed-
off shotgun is usually a custom design rather than a factory option as it represents an
attempt to shorten the barrel for concealment or close quarters action. There is no price
difference.
A sawed-off shotgun only has two thirds the range of a normal shotgun (round down),
three-quarters the weight of a normal shotgun (round down to the nearest half pound) and
when using Buckshot and Birdshot rounds (not slugs or other single shot ammunition
options) has a +1 to the To-Hit roll, making them easier to hit with

Ammunition:
There is a plethora of ammunition options available to shotguns, and these are
summarized in the following table.

Shotgun type Damage

Ammo

Cost

To-

Hit

Light Medium Heavy

Maximum

Range

Buckshot x1

9

1

hit

*

2 hits

*

3 hits

*

30"

Magnum Buckshot

x5

9

NA

3 hits

*

4 hits

*

30"

Tungsten Core
Buckshot

x5 9

NA

2

hits

*

3 hits

*

45"

Birdshot x1

10

1

hit

*

2 hits

*

3 hits

*

20"

Solid Slug

x5

8

1d2

*

1d3+1

*

1d6

*

45"

Incendiary Slug

x10

8

NA

1d3

*I

1d3+2

*I

45"

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Sabot Slug

x10

8

NA

1d3

*

1d6-1

*

60"

Dragons Breath

x15

9

NA

1d3

*I

1d6

*I

20"

Flechettes x10

9

NA

2

hits

*

3 hits

*

60"

Mini-grenade $25

*P

7 NA 1d6

**

1d6

**

45"

Mini-missile x100

8

NA

1d6

1d6+2

60"

Smoke $50

*P

7 NA

special

special

45"

NE The round is not available for this type of shotgun.

*

Affects no part of a vehicle except tires.

*I

Affects no part of a vehicle except tires, but it does Incendiary damage.

*P

The cost of this round is as listed, as is the same for all shotgun types.

**

Damage is halved against any part of a vehicle, except the tires.

Other rounds are available for shotguns, including Flash rounds, Sonic rounds, gas
rounds flares, rubber buckshot and rubber slug rounds. Rules for these will be made
available as soon as they are needed.

Ammunition for a shotgun may be mixed in the magazine, but if a character carries a
mixed load shotgun, then the order in which the ammunition will be fired must be
recorded and may not be changed during the game. The only way to change this is to
remove the clip and re-order the ammunition - which will usually take a couple of
minutes, usually more time than will be available - or to get a Rotary Magazine.

Rotary Magazine:
A rotary magazine is a special magazine for shotguns which allows the character to
choose which round of ammunition they wish to fire. Effectively, the magazine is like a
giant revolver, and the ammunition inside is revolved until the specified round is in the
chamber. Selecting the ammunition does not take a firing action and thus a character may
fire any round of ammunition they like from their magazine whenever they fire the
weapon.
A rotary magazine costs an additional $50 and is not available for double-barreled
shotguns.


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